Cute little arcade game! You've got a title screen, in-game help, and end-of-game scoring. The randomized rules for each play are a nice touch. About the only thing I could ask for would be better visual feedback to show me when I grabbed/whacked the correct critter (like maybe extra sprites for each creature to show them being grabbed or whacked, or dodging an incorrect input). As is, you can only tell you've done the right thing by watching the score counter.
Don Bisdorf
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A solid entry with all the basics of a crawler; movement, XP, monsters, combat log, music and sound, even a brief intro. No bugs that I found, which puts it ahead of my entry.
Some different monsters and some more loot or pickups other than medkits would have been nice. The game did feel a little light on the "cosmic horror" theme, given that it was just some empty halls with some easily-defeated enemies; without any other storytelling it felt more like just a monster hunt.
But overall this seems like a good framework to build on. Thanks for submitting it!
Hi KatVolts! Big fan of your streams.
Kudos for managing an animated cutscene at the beginning of the game. I love the story between the two main characters and I want to just watch them having their vacation.
The graphics of the hotel are amazing--maybe too amazing for my laptop. After a while the game seemed to just stop responding to my inputs and I had to force quit.
I liked the mini-deckbuilder combat, though again, it ran a little sluggish on my computer.
Thanks for contributing this!
I enjoyed this one! The controls were straightforward and I particularly liked how you could glimpse other areas of the map through gaps in the walls. A few comments:
- I didn't care for the mechanic that allowed you to attack as fast as you could tap the keyboard. I would have expected some sort of delay between attacks.
- There were a couple of instances where something instantly killed me but there was no indication what it was. I think these were traps, but I didn't notice any clear feedback to indicate what happened.
- To me this felt more like a "pulp action" game than a "cosmic horror" game. Still fun though!
Nice work! Looks like you got the basics of a dungeon crawler in there, but I have a few comments:
- Even with the hints on the floor, I had a hard time working out some of the controls. Sometimes the game seemed to want mouse input, sometimes it wanted keyboard input. For instance, I expected to be able to click on the attack/run buttons, but it seemed like only the keyboard worked for that.
- I could not get past the gray plant monsters (?) on the second level. Even with the nice sword and shield equipped, I just kept missing, and I couldn't seem to run away.
- The behavior of the game after you get killed seemed a little strange: do you just respawn right at the point where you were killed, with half your hit points? Possibly I overlooked a tutorial message that explained what happens when you die?
Nice work! You even managed to get a bestiary in there. My only comments:
- Sometimes you couldn't see the enemy health bar because it appeared behind the exclamation point balloon.
- It wasn't always obvious to me when I had completed the transition from/to void mode. Some stronger visual or audio feedback might have helped me.
- I would have liked to be able to see your health and sanity bar from the inventory screen, so I can see the effects of consuming health/sanity recharge items.
Wow, congrats on winning the game! That took some dedication. I definitely wanted the game play to be more strategic and cautious so I'm glad that came across.
Yeah, all the random generation of levels could use quite a bit of work. The collar was supposed to give you a boost to your first-strike chance, so you'd have better odds of getting a hit in before the enemy does. That's related to your speed, which would have been a more important attribute if I'd managed to implement traps, since I would have rolled against your speed to see if you evaded a trap. Sadly I didn't have time to put that in.
Thanks for the video and the comments, and thanks for playing!
Thanks for playing! I feel terrible about that bug; I should have found it during testing. As another player has noted, it seems to happen if you hit Enter on an empty inventory square. And I totally agree about the balancing and random placement of stuff. I threw a lot of parameters together without really thinking about them. Definitely something for me to pay attention to if I come back to this!
















